You are on page 1of 10

Cash

Race: Human
Alignment: Chaotic Neural
Class: Rogue
Level:1
Character Level: 1
Experience Points: 0
To Next Level:
Age: 21
Height: 6’1
Weight: 170 lbs
Hair: Black corn-rows
Eyes: Brown/White-Red
Skin: Dark Brown
Deity: Mask
Date of Birth:
Home Region:
Level Adjustment: +0
Equivalent Character Level: 1st
Current Time:
Action Points:

Ability ModifierTemporary Score Temporary Modifier


STRENGTH 11 +0
DEXTERITY 16 +3 CONSTITUTION 10
+0
INTELLIGENCE 14 +2
WISDOM 11 +0 CHARISMA 17 +3

Hit Points: 8
Armor Class: 13 (10 base + 3 Dexterity)
Flat-Footed AC: 10
Touch AC: 13
Initiative: +3
Speed: 30 ft. (6 squares)
Base Attack Bonus: +0
Combat Maneuver Bonus: +0 (+0 BAB)
Combat Maneuver Defense: 13 (10 base + 0 Base Attack Bonus + 0 Strength + 3 Dexterity)
[Can add any deflection/dodge/insight/morale/profane/and sacred bonuses to AC to CMD]

Languages: Common,

SAVING THROWS
Fortitude: +0 (+0 base, +0 Constitution)
Reflex: +5 (+2 base, +3 Dexterity)
Will: +0 (+0 base, +0 Wisdom)

RACIAL ABILITIES
HUMAN
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Speed: Base land speed is 30 feet.
1 extra feat at 1st level
Skilled: Gain +1 skill point per level.
Automatic Language: Common.
Bonus Languages: By region
Favored Class: Rogue

CLASS ABILITIES:

ROGUE (THUG)
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not
with shields.

Sneak Attack 1d6: If a rogue can catch an opponent when he is unable to defend himself
effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to
AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her
target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels
thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This
additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue
can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot
use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even
with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able
to reach such a spot. A rogue cannot sneak attack while striking a creature with total
concealment.

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the
duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4
or more rounds, the thug can instead decide to make the target frightened for 1 round. This
ability replaces trapfinding.

Finesse Training (Ex) [Daggers]: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In
addition, starting at 3rd level, she can select any one type of weapon that can be used with
Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed.
Whenever she makes a successful melee attack with the selected weapon, she adds her
Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent
the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity
modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
FLAWS:

Grudge Keeper: When damaged in combat you suffer a -2 on attack rolls, skill checks, saving
throws and ability checks until you damage the foe that caused you harm. Doesn’t apply if you
cannot discern the source of the damage. This penalty disappears after the combat ends.

Hot-Blooded: Auto fail all Fort saves vs. low temperature effects. Cold-based effects deal +2
extra damage to you.

FEATS:

Martial Weapon Proficiency (Great Sword): You make attack rolls with the selected weapon
normally (without the non-proficient penalty). [Flaw Bonus]

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat
maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus
reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus
increases by +1. You can only choose to use this feat when you declare that you are making an
attack or a full-attack action with a melee weapon. The effects of this feat last until your next
turn. [Flaw Bonus]

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at
ranges of up to 30 feet. [Human Bonus Feat]

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for
a creature of your size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
[Rogue Bonus Feat]

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee
without taking the standard –4 penalty on your attack roll. [Level 1]

FUTURE FEATS:
Improved Feint (level 3)
Ranged Feint (Level 5)
Improved Steal (Level 7)
Deadeye Shot (Level 9)
Greater Dirty Trick(Level 11)
Greater Steal (Level 13)
Staggering Strike (Level 15)
Telling Blow (Level 17)
ROGUE TALENTS

FUTURE ROGUE TALENTS


Exotic Weapon Prof: Repeating Crossbow (Level 2)
Greater Feint (Level 4)
Underhanded Trick (Level 6)
Black market Connections (Level 8)
Accomplished Sneak Attacker (Level 10)
Rumormonger (Level 10)

SKILLS
Maximum Ranks: 1

ROGUE UNCHAINED
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb
(Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex),
Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int),
Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex),
Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Cross-Class Skills: Autohypnosis (Int), Disable Device (Int), Fly (Dex), Handle Animal (Cha),
Heal (Wis), Iaijutsu Focus (Cha), Martial Lore (Int), Psicraft (Int), Ride (Dex), Survival (Wis),
Truespeak (Int), Use Psionic Device (Cha)

SKILL SET
Acrobatics* +7 [1 ranks, +3 Dexterity, +3 class skill]
Appraisal* +6 [1 ranks, +2 Intelligence, +3 class skill]
Bluff* +7 [1 ranks, +3 Charisma, +3 class skill]
Climb* +4 [1 ranks, +0 Strength, +3 class skill]
Escape Artist* +7 [1 ranks, +3 Dexterity, +3 class skill]
Intimidate* +7 [1 ranks, +3 Charisma, +3 class skill]
Perception* +4 [1 ranks, +0 Wisdom, +3 class skill]
Sense Motive* +4 [1 ranks, +0 Wisdom, +3 class skill]
Stealth* +7 [1 ranks, +3 Dexterity, +3 class skill]
Sleight of Hand* +7 [1 ranks, +3 dexterity, +3 class skill]
Survival +1 [1 ranks, +0 wisdom]

BACKGROUND SKILLS
Knowledge Local +6 [1 ranks, +2 intelligence, +3 class skill]
Profession: Crime Boss +6 [1 ranks, +2 intelligence, +3 class skill]
TOTAL
Acrobatics*+7 [1 ranks, +3 Dexterity, +3 class skill]
Appraise* +6 [1 ranks, +2 Intelligence, +3 class skill]
Bluff* +7 [1 ranks, +3 Charisma, +3 class skill]
Climb* +4 [1 ranks, +0 Strength, +3 class skill]
Craft (any) +2 [0 ranks, +2 Intelligence]
Diplomacy +3 [0 ranks, +3 Charisma]
Disguise +3 [0 ranks, +3 Charisma]
Escape Artist* +7 [1 ranks, +3 Dexterity, +3 class skill]
Handle Animal +3 [0 ranks, +3 Charisma]
Heal +0 [0 ranks, +0 Wisdom]
Intimidate +7 [1 ranks, +3 Charisma, +3 class skill]
Knowledge (any, trained) +2 [0 ranks, +2 Intelligence]
Linguistics +2 [0 ranks, +2 Intelligence]
Perception +4 [1 ranks, +0 Wisdom, +3 class skill]
Perform (any) +3 [0 ranks, +3 Charisma]
Ride* +6 [0 ranks, +6 Dexterity]
Sense Motive +4 [1 ranks, +0 Wisdom, +3 class skill]
Stealth* +7 [1 ranks, +3 Dexterity, +3 class skill]
Sleight of Hand* +7 [1 ranks, +3 Dexterity, +3 class skill]
Spellcraft +0 [0 ranks, +2 intelligence, +3 class skill]
Survival +1 [1 ranks, +0 Wisdom]
Swim* +0 [0 ranks, +0 Strength]
Use Magic Device +0 [0 ranks, +3 Charisma, +3 class skill]

*Armor Check Penalty:

NEED TO HAVE 1 RANK TO USE


Appraise (benefit more when trained)
Autohypnosis
Decipher Script
Disable Device
Forgery
Handle Animal (benefit more when trained)
Iaijutsu Focus
Knowledge (for DCs higher than 10)
Martial Lore
Open Lock
Psicraft
Ride (benefit more when trained)
Sleight of Hand
Speak Language
Spellcraft
Truespeak
Tumble
Use Magic Device
Use Psionic Device

SKILL TRICKS

ARMOR
Black Studded Leather

SHIELD
None

WEAPONS
Poker (Dagger)
—Medium size
—One-handed simple weapon
—+3 melee attack bonus (Finesse Training)
—1d4+3 (+3 finesse training)
—19-20/x2
—piercing/slashing
—Range 10ft
---Piercing
---Hardness 10
---Hit Points 5
---Object Size: Tiny
---Special Properties:

Burner (Great Sword)


---Medium size
---Two-Handed Martial weapon
---+0 melee attack bonus
---2d6+0
---19-20/x2 critical
---Slashing
---Hardness 10
---Hit Points 10
---Object Size: Medium
---Special Properties:

Da Ratchet [Light Crossbow]


---Medium size
---Simple ranged weapon
---+3 ranged attack bonus (0 base attack, +3 dexterity)
---1d8+15 damage
---19-20/x2 critical
---Piercing
---Hardness 10
---Hit Points 5
---Object Size: Tiny
---Special Properties:

EQUIPMENT
Light Load: Up to 43 lbs
Medium Load: 44-86 lbs
Heavy Load: 87-130 lbs

Lift Over Head: 130 lbs


Lift Off Ground: 260 lbs
Push/Drag: 650 lbs

WEIGHT CARRIED: 54 lbs [20 lbs if drop backpack] LOAD CARRIED: Medium (Light if drop
backpack) WEIGHT PENALTIES: Check Penalty -3, Max. Dexterity +3, Speed 20 ft. (None if
drop backpack)

MONEY
Copper:
Silver:
Gold:
Platinum:
Gems:
Art Objects:

(Total GP):

TOTAL GEAR VALUE: gp [1st-level character]

MAGIC/PSIONIC ITEMS
WEAPONS

SHIELD

BODY/ARMOR
FACE

FEET

HANDS

HEAD

RINGS (2 slots)

SHOULDERS

THROAT

TORSO

WAIST

TOOLS

POTIONS

SCROLLS

WANDS

MUNDANE ITEMS

CLOTHING
Explorer's Outfit* (8 lbs)

WEAPONS

STORAGE
---Flint&Steel [Lighting a torch with flint and steel is a full-round action, and lighting any other fire
with them takes at least that long]
---Candle [A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by
one step (darkness becomes dim light and dim light becomes normal light). A candle cannot
increase the light level above normal light. A candle burns for 1 hour]
---Grappling hook (4 lbs) [Throwing a grappling hook requires a ranged attack roll, treating the
hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch
the hook are AC 5]
---Silk rope 50 ft. (5 lbs) [4 hit points and can be burst with a DC 24 Strength check]
---Torches x2 (3 lbs) [1 hour; sheds normal light in a 20-foot radius and increasing the light level
by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim
light becomes normal light). Doesn't increase the light level in normal light or bright light. Treat it
as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet
of its size, plus 1 point of fire damage]
---Alchemist's Fire x3 (3 lbs) [Splash Weapon; ranged touch attack; 10 ft. range increment;
direct hit 1d6 fire damage; creatures within 5 feet take 1 fire damage from the splash. On the
round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the
target can use a full-round action to attempt to extinguish the flames before taking this additional
damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides
the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames
automatically smothers the fire]
---Cold Weather Outfit (7 lbs) [+5 circumstance bonus on Fortitude saving throws against
exposure to cold weather]

ART OBJECTS

GEMS

You might also like